public void Fall() { physState = new FallingState(this, game); state = new RightFallingTeno(game.level.teno, game); velocity.Y += ValueHolder.jumpingVelocity; state.Down(); }
public void Respawn() { state = new RightIdleTeno(this, game); physState = new VVVVVVGroundState(this, 1, game); gravityDirection = 1; position = game.level.checkpoint; }
public void Respawn() { state = new RightIdleTS(this); physState = new VVVVVVGroundState(this, 1); gravityDirection = 1; position = Game1.GetInstance().level.checkpoint; }
public Teno(Vector2 position) { state = new RightIdleTS(this); physState = new GroundState(this); this.position = position; factory = new SpriteFactory(); }
public Teno(Vector2 position, Game1 game) { this.game = game; state = new RightIdleTeno(this, game); physState = new GroundState(this, game); this.position = position; factory = new SpriteFactory(); }
public TrasitionGameState(Teno teno, ITenoState prevState, ITenoState newState, Game1 game) { this.game = game; this.teno = teno; this.prevState = prevState; this.newState = newState; currentState = prevState; }
public TrasitionGameState(Teno teno, ITenoState prevState, ITenoState newState) { game = Game1.GetInstance(); this.teno = teno; this.prevState = prevState; this.newState = newState; currentState = prevState; }
public void Jump() { if (velocity.Y > minVelocity.Y && !isFalling) { physState = new JumpingState(this, game); state = new RightJumpingTeno(game.level.teno, game); velocity.Y -= ValueHolder.jumpingVelocity; state.Up(); } }
public void TransitionState(ITenoState prevState, ITenoState newState) { game.gameState = new TrasitionGameState(this, prevState, newState, game); }
public void MakeDeadTeno() { state = new DeadTeno(this, game); }